Michael T. Giang
Mount St. Mary's University
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Publication
Featured researches published by Michael T. Giang.
Journal of Adolescent Health | 2008
Brendesha M. Tynes; Michael T. Giang; David R. Williams; Geneene N. Thompson
PURPOSE To examine associations between individual and vicarious racial discrimination via the Internet and psychological adjustment. METHODS This study was a cross-sectional survey using a school-based sample of adolescents. Two hundred sixty-four high school students aged 14-18 completed the online survey. RESULTS Twenty percent of whites, 29% of African Americans and 42% of multiracials/other experienced individual discrimination and approximately 71% of African Americans and whites and 67% of multiracials witnessed discrimination experienced by same-race and cross-race peers. Hierarchical linear regressions revealed that individual racial discrimination was significantly related to depression and anxiety over and above offline measures. Vicarious discrimination was not related to psychological adjustment measures. CONCLUSIONS Adolescents frequently experienced both individual and vicarious discrimination online. Consistent with offline studies, online racial discrimination was negatively associated with psychological functioning. This study highlights the need to address racial issues in Internet safety prevention.
Group Processes & Intergroup Relations | 2004
Ludwin E. Molina; Michele Andrisin Wittig; Michael T. Giang
Using Berry, Trimble, and Olmedos (1986) theorizing as a foundation, the present article applies acculturation constructs to the domain of intergroup bias and compares them to social categorization variables. The paper comprises three school-based studies that test the predictive and mediating roles of acculturation and social categorization, respectively. Results of Studies 1 and 2 with ethnically diverse classes of ninth graders support the hypothesis that outgroup orientation, a dimension of acculturation, mediates the interracial classroom climate-intergroup bias relationship, and independently boosts the prediction of bias. Although social categorization variables do not mediate this relationship reliably, as a group they predict bias. Study 3 replicates these findings in a different context with a largely European American class of seventh grade students.
Archive | 2016
Deborah A. Fields; Yasmin B. Kafai; Michael T. Giang
While massive online communities have drawn the attention of researchers and educators on their potential to support active collaborative work, knowledge sharing, and user-generated content, few studies examine participation in these communities at scale. The little research that does exist attends almost solely to adults rather than communities to support youths’ learning and identity development. In this chapter, we tackle two challenges related to understanding social practices that support learning in massive social networking forums where users engage in design. We examined a youth programmer community, called Scratch.mit.edu, that garners the voluntary participation of millions of young people worldwide. We report on site-wide distributions and patterns of participation that illuminate the relevance of different online social practices to ongoing involvement in the online community. Drawing on a random sample of more than 5000 active users of Scratch.mit.edu over a 3-month time period in early 2012, we examine log files that captured the frequency of three types of social practices that contribute to enduring participation: DIY participatory activities, socially supportive actions, and socially engaging interactions. Using latent transition analysis, we found (1) distinct patterns of participation (classes) across three time points (e.g., high networkers who are generally active, commenters who focus mainly on social participation, downloaders engaging in DIY participatory activities), (2) unique migration changes in class membership across time, (3) relatively equal gender representation across these classes, and (4) importance of membership length (or age) in terms of class memberships. In the discussion, we review our approach to analysis and outline implications for the design and study of online communities and tools for youth.
ACM Transactions on Computing Education | 2017
Deborah A. Fields; Yasmin B. Kafai; Michael T. Giang
Most research in primary and secondary computing education has focused on understanding learners within formal classroom communities, leaving aside the growing number of promising informal online programming communities where young users contribute, comment, and collaborate on programs to facilitate learning. In this article, we examined trends in computational participation in Scratch, an online community with over 1 million registered youth designers. Drawing on a random sample of 5,004 youth programmers and their activities over 3 months in early 2012, we examined programming concepts used in projects in relation to level of participation, gender, and length of membership of Scratch programmers. Latent class analysis results identified the same four groups of programmers in each month based on the usage of different programming concepts and showed how membership in these groups shifted in different ways across time. Strikingly, the largest group of project creators (named Loops) used the simplest and fewest programming concepts. Further, this group was the most stable in membership and was disproportionately female. In contrast, the more complex programming groups (named Variables, Low Booleans, and High Booleans) showed much movement across time. Further, the Low Booleans and High Booleans groups, the only groups to use “and,” “or,” and “not” statements in their programs, were disproportionately male. In the discussion, we address the challenges of analyzing young learners’ programming in informal online communities and opportunities for designing more equitable computational participation.
Archive | 2012
Michael T. Giang; Yasmin B. Kafai; Deborah A. Fields; Kristin A. Searle
This chapter examines the importance of online social interactions and relationship play among tweens (10–13-year-olds) on Whyville.net, a tween virtual world populated by over 1.5 million users. Using log files and representative case studies among 595 players, three levels of quantitative and qualitative analyses were conducted. First, frequency analyses of participation across all realms of play within Whyville identified social gameplay and avatar construction among the top 4 (of 13) categories of play. Second, cluster analyses grouped players into peripheral gamers (59%), semicore gamers (34%), and core gamers (7%) based on their pattern of participation among all categories of Whyville, which included social, economic, information seeking, and gaming activities. The third level of analyses delved into the exploration of relationship play using representative case studies from each cluster. These analyses revealed that players were open with their willingness to experiment with virtual flirting (e.g., throwing objects/projectiles, buying gifts, dancing, making out), dating, and engaging in multiple (often brief) relationships. The findings suggest that tweens are actively exploring and experimenting with social and relationship play online.
foundations of digital games | 2017
Deborah A. Fields; Yasmin B. Kafai; Michael T. Giang; Nina H. Fefferman; Jacqueline Wong
In this paper, we report on the study of a new virtual epidemic called the Dragon Swooping Cough, a newly designed virus unleashed on the youth virtual world of Whyville.net in two stages during December 2015 and April 2016. Our overall goal in this study was to design experiential learning of infectious disease in a safe but epidemiologically and educationally sound way. The virtual virus targeted personal, social, and economic aspects of online life in Whyville in order to mirror real-world viruses and to trigger player emotions. Our analysis of pre/post surveys and online behavior log files for survey (N = 747) and non-survey (N = 3348) participants revealed that the virtual epidemic promoted participation, primarily through engagement in prevention against the virtual virus, that increased in the second outbreak. Furthermore, emotional engagement played an intriguing role in both behavioral and information-seeking behaviors. In the discussion we address what we learned about opportunities and challenges in designing a virtual epidemic for educational engagement.
Aggressive Behavior | 2008
Michael T. Giang; Sandra Graham
Cultural Diversity & Ethnic Minority Psychology | 2006
Michael T. Giang; Michele Andrisin Wittig
workshop in primary and secondary computing education | 2014
Deborah A. Fields; Michael T. Giang; Yasmin B. Kafai
Cyberpsychology, Behavior, and Social Networking | 2008
Brendesha M. Tynes; Michael T. Giang; Geneene N. Thompson